[WIP] Cities in Development

OK, so I dropped ExCE due to its bugginess and most problems are gone.
Mods (all are the latest CF releases):
Community Patch, CiD, CulDiv (with soundtrack), RtP, EC, E&D, Suzerainty, EE, IGE, Really Advanced Setup, LeeS' Disable All Wonder
The thing is I still get few crashes and freezes which leave nothing in the logs. I've also noticed some bugs which have in-game workarounds so I'll post these to make lives easier for the players:
- sometimes pressing the 'Next Turn' button with a unit selected causes CTD, workaround: always deselect ('do nothing this turn' button) the unit before going to next turn; bug leaves nothing in the logs;
- it is impossible to select the artifact/landmark after the first slave Archaeologists complete the first Archaeological Dig, the 'Choose Archaeology' button is looped, workaround: don't use slave Archaeologists or replace them with regular ones via IGE when they reach the Antiquity Site, sadly this works until the AI uses the first slave Archaeologist; bug leaves nothing in the logs;
- Database.log: no such table: JFD_Epithets;
- Lua.log: the error: JFD_CID_Loyalty_Functions: [Documents Path]\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 58)\Components\Loyalty\Lua\Utilities\JFD_CID_LoyaltyUtils.lua:350: Cannot find key - RequiresPietyLevel is connected to some of the World Wonders because when I use Disable All Wonder by LeeS' the error is gone.

Now the gameplay important bugs:
- the most gamebreaking is the inability to purchase slaves, I'd be glad to see a manual fix instructions for that because I wasn't able to track the source of this bug, that's why I'm posting that again and again;
- Piety values in belief descriptions don't scale with game speed while in-game they do and that's quite an important information (it should at least say that it scales with game speed);
- I've never chosen the belief giving Faith per Great Person spent, I don't even know if that's from a mod or BNW, but this either scales with Era and that is not told in the description or should scale with Era as 50 Faith in Industrial is like nothing; I don't know if that's JFD mod-caused bug

Regarding balance I have some suggestions:
- shouldn't Great Person improvements provide Development points? At the moment only the Citadel does so and if I remember correctly at least the Customs House used to do so in previous versions; my suggestion is:
Customs House: +2 Development
tech unlocking the Research Lab: Academy: +1 Development
- Sanatorium doesn't get any yield improvements with tech advancement, how about these:
tech unlocking the Hospital: +1 Development on Sanatoriums
tech unlocking the Medical Lab: +1 Science on Sanatoriums
- instead of requiring Aluminium I think Wind Parks should be tile improvements providing +1 Power, built on hills and removing features; same for Solar Power Plants built on flatland desert - these guys do take a lot of space and produce little power in real life, what makes them obvious military targets; I'm not sure if it is possible for tile improvements to provide Strategic Resources though; Offshore Wind Parks built on ocean tiles adjacent to coastal tiles and not to another Offshore Wind Park would be nice as well, but these should be unlocked later on as they are more technically advanced

I've been thinking about a mod altering the late game by adding Ecobalance as a local resource, adding environmental flavor to the World Congress, and expanding late game tech tree with important yet omitted things (I know there are similar mods, but I still find them a bit absurd), but I am not sure whether to make Power a local resource or not (I think making it a Global Resource like Happiness or Gold would be optimal but I have to learn how to do that), but first I need to finish my Wonderless Balance mod (I strongly recommend you to try LeeS' Disable All Wonder mod, makes the game a lot better).

Tornate all'antico e sarà un progresso.
Let us turn to the past: that will be progress.
- Giuseppe Verdi

- Piety values in belief descriptions don't scale with game speed while in-game they do and that's quite an important information (it should at least say that it scales with game speed);

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Don't they all say "On standard speed"? Regardless, it's not possible to make the text change dependent on speed.

- I've never chosen the belief giving Faith per Great Person spent, I don't even know if that's from a mod or BNW, but this either scales with Era and that is not told in the description or should scale with Era as 50 Faith in Industrial is like nothing; I don't know if that's JFD mod-caused bug

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This is a feature of the CP, and no it isn't mentioned in the description.

- Sanatorium doesn't get any yield improvements with tech advancement, how about these:
tech unlocking the Hospital: +1 Development on Sanatoriums
tech unlocking the Medical Lab: +1 Science on Sanatoriums

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They already get extra Health at Biology, don't they?

- instead of requiring Aluminium I think Wind Parks should be tile improvements providing +1 Power, built on hills and removing features; same for Solar Power Plants built on flatland desert - these guys do take a lot of space and produce little power in real life, what makes them obvious military targets; I'm not sure if it is possible for tile improvements to provide Strategic Resources though; Offshore Wind Parks built on ocean tiles adjacent to coastal tiles and not to another Offshore Wind Park would be nice as well, but these should be unlocked later on as they are more technically advanced

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I mean, if you want to provide the models...

I've been thinking about a mod altering the late game by adding Ecobalance as a local resource, adding environmental flavor to the World Congress, and expanding late game tech tree with important yet omitted things (I know there are similar mods, but I still find them a bit absurd), but I am not sure whether to make Power a local resource or not (I think making it a Global Resource like Happiness or Gold would be optimal but I have to learn how to do that)

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Uh... are you meaning Yields? If so, making new ones isn't really something you do...

After installed this mod and play a game for a while, I always get an error in a windows pop up screen saying "Error Loading Font Textures". Usually the game stops responding but If I turn off the screen, the game could run without CTDs. However, after that pop-ups happened, a variable of graphical glitches begin appearing in the game, many of them including the top bar and unit icons, become black squares or even worse... I tried to lower the graphic setting to the minimum, switched the overlay to medium and turned off high texture strategic view & gpu texture decode. unfortunately, nothing helps me to solve this problem. The only way I can possibly solve this problem is by running the game with Dx 9 instead of Dx 10. I believe there is way to solve this issue, and I hope I could get handy assistance from @Chrisy 15 regarding this. Thanks ahead.

After installed this mod and play a game for a while, I always get an error in a windows pop up screen saying "Error Loading Font Textures". Usually the game stops responding but If I turn off the screen, the game could run without CTDs. However, after that pop-ups happened, a variable of graphical glitches begin appearing in the game, many of them including the top bar and unit icons, become black squares or even worse... I tried to lower the graphic setting to the minimum, switched the overlay to medium and turned off high texture strategic view & gpu texture decode. unfortunately, nothing helps me to solve this problem. The only way I can possibly solve this problem is by running the game with Dx 9 instead of Dx 10. I believe there is way to solve this issue, and I hope I could get handy assistance from @Chrisy 15 regarding this. Thanks ahead.

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Consensus is that this is an issue to do with memory limits and hardware stuff or something, and I believe that it can even be encountered in the base game; it's just that JFDDLC piles more stuff on so it's more intensive. Closing and reopening should fix them, even if just temporarily.

Thank you Chrisy. As you said, Re-opening the game does fix graphical glitches temporarily, but not ideally long enough than I expected. I guess the problem is on my side. Much appreciated of your clarification.

any tips of how to tackle down cities's crime and plague issue? It seems inevitable for me to face protests/resistance/plagues no matter how hard I attempted to offset. To be honest, I am not an veteran player of JFDLCs, but it seems too much for me to handle all of these problems. The sadiest thing in my game is that the largest populous city(which is my capital) has only 22 pops (Plus many cities of mine basically stop growing by the effects of organized crimes and plagues)... and i already reached the modern era (with Both EE and FW enabled). Any way to enlighten me regarding these issues?

It is just so depressed to see many seemingly tragedies coming so frequently in the game.

any tips of how to tackle down cities's crime and plague issue? It seems inevitable for me to face protests/resistance/plagues no matter how hard I attempted to offset. To be honest, I am not an veteran player of JFDLCs, but it seems too much for me to handle all of these problems. The sadiest thing in my game is that the largest populous city(which is my capital) has only 22 pops (Plus many cities of mine basically stop growing by the effects of organized crimes and plagues)... and i already reached the modern era (with Both EE and FW enabled). Any way to enlighten me regarding these issues?

It is just so depressed to see many seemingly tragedies coming so frequently in the game.

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The main counter to plagues is to watch the alert; when it pops up with the 10 turn warning, that's the time to set your City to Avoid Growth so that you can maximise the food in your buffer. Aside from that, remembering to build Apocatheries (or w/e the ones with the Doctor specialist are called) helps bc they're actually really good! Then ofc settle rivers etc.

As for Strikes, just keep building Happiness buildings even when your global happiness is fine; and then for Loyalty you just build XP buildings, connect cities, and keep garrisons in order to limit the risk of captured cities flipping away and in order to reduce Treason and increase Growth.